I always admire world building. However, Zalphon, I'm not seeing anything here that is really original or eye-catching. It seems like the start to your average gazeteer for Forgotten Realms/World of Greyhawk/Generic DnD Setting. You even use the DnD alignment system. If you're gonna go to that point, why not tell us what their Cleric domains are, or their favored weapon. I feel, when reading this, that it is made primarily for a PnP game of DnD.
Not that that's a bad thing, one of my worlds I've done a very similar thing. That's what my World of Rhume is for, to play Pathfinder on.
Is there any information you can give us the dieties? Maybe their avatar's appearance, their relationship with other gods, what their realm is like? How did the gods come to be? Were they created by an even higher being (Dievas/YHWH/Supreme Being of some sort), have they just always existed, or did they arise from formless Chaos like the primordial gods of Greek Mythology?
The Tribunal...God-Kings...That stretches my disbelief a bit because I know another world that has another set of God-Kings, also called the Tribunal.
Also, sometimes the names of the gods are a bit jarring. Bane I'm willing to ignore cause everyone uses that name, and he's always the exact same god in every mythos I've seen. But other names, like the elemental lords, or Sir Rhodes, they are just so uninspired.
Ok, races. I feel like there are too many elves. But what's the difference between them? Is it a cultural thing (High Elves live in beautiful cities and discuss philosophy, while wood elves live in trees and discuss nature), or is it based on appearance? Or both like Elder Scrolls?
Orcs.

. I don't have a prejudice towards orcs, per se, but that just reinforces the feelings that this is a PnP world made for playing in. Also a warlike race, something straight out of my Monster Manual. And before anyone says that ES has orcs too, remember that it took until Morrowind for them to break the mold of being standard enemy number 1, and even now they are still pretty generic.
Now, that isn't to say you shouldn't include a war-like, scourge-like race that ravages the planet. Look at Dragon Age and the Dark Spawn. We ALL know those are orcs and goblins, there is no disputing that, but the lore-dudes put such a twist on it, that it makes them very fun and inspired; no longer being standard enemy number 1, but the twisted, sick, antagonists of Dragon Age.
Humans. Every good world needs humans.
Gnolls. Hmm...not something I see a lot of everyday, but still right outta the Monster Manual.
Ok, factions. White Shadows feel like Assassins Creed crossed with Dark Brotherhood.
Fighter's Guild, Mage's Guild, Thief's Guild, many settings have them, so it's excusable. Throw some twists in there to make them a little more appealing.
The Gray Council actually caught my eye for a minute. At first glace, to me, they seemed a lot like the mages of the World of Darkness, working behind the scene to make sure everything is ok for Joe Schmoe. But then I saw that they had connections with the divine and I groaned a little on the inside. This is more a personal taste, though, so others might feel different. In polytheistic settings, I really like to see conflict between the mortals and the divine, which fits with nature that we are beings afflicted with Pride. There was one thing that managed to cement my hate of Mystra in the Forgotten Realms, and that was how she could, theoretically, shut magic off to certain people. That has always upset me, in all settings, that contain a god/gods of magic. Magic should be something that can equal the playing field between mortal and immortal. That is something really attracts to me the World of Darkness. For all intents and purposes, mages are still mortal there, surrounded by vampires, werewolves, immortals, Franknenstein's Monster, Cosmic Horrors, ect ect, and they basically pimp-slap reality, telling it to get outta the way while they launch fireballs from their fingertips and boil blood with their mind. Gods don't need magic, they're gods, mortals do.
Anyway, Gray Council. On one hand they seem like a cool, behind the scenes guys, while on the other they look like the gods' errand boys.
I feel that what you have here is something to build up on; to twink and twist until it's something less DnD (unless that is what you're shooting for). Here are a list of things to think on, and I'll also give you an example from one of my worlds. I'm shameless, i know

(NOTE: I do not present this as a definitive list, and I realize that all people have different views of what makes good fantasy.)
1. Religion: A pantheon of gods that embody certain aspects of mortal society is very status-quo. Why not shake things up a bit?
In my Cilgratis stuff, the Supreme Being is an active (named Ion in Rhonddan) force in my stories. But I also use a collection of spirits and quasi-dieties created by Ion to essentially administer to the Universe. Most of these spirits do not like Ion that much, and take their hate and anger out on mortals.
2. Technology and Society: I haven't got around to fully reading Dragon Tome yet, so I'm not really sure what Earth-Similar time period it's in, but from what I see it's either the sixth century, or the 15th century. Anyway, what is their society like, or their tech? Is the land a monarchy, republic, ect ect?
In my Cilgratis stuff, the main people I focus on are tent dwellers, don't know how to make metal armor, and their iron weapons are pieces of crap. However, their leather apparel and armor would be considered artwork on Earth, and weapons of bronze are of surpassing quality. For society, the people are divided into three llwyth (tribes), who can intermix or remain pure to form daliadau which are both clans and towns. These are ruled over by a deiliad that is basically a chief. This changes later on when a certain character kills another character and such such.
3. Groups and Factions: What you have now is alright, but what about more mundane factions? Is their a guild of masons, wainwrights, bakers? Historically, these kinds of groups did exist, and could wield a good deal of power depending on the situation. Always something to look into.
In my World of Rhume, the River Kyth Society, despite claims to the contrary, controls all the trade going up and down the River Kyth. They are able to do this because they've allied with Bay area craftguilds to form a coalition of sorts. Gives some interesting plots for my players.
This post has been edited by Verlox: May 8 2010, 09:37 AM